namespace Dict.DataModel
{
    public class TableBuff
    {
		/// <summary>
		/// BuffId
		/// </summary>
		public string Id;
		/// <summary>
		/// BuffGroup
		/// </summary>
		public string Group;
		/// <summary>
		/// buff回合延迟
		/// </summary>
		public string Name;
		/// <summary>
		/// buff类型
		/// </summary>
		public int BuffClass;
		/// <summary>
		/// 是否为减益buff
		/// </summary>
		public int IsDebuff;
		/// <summary>
		/// 相同group的buff只留值最大的
		/// </summary>
		public int ShouldCover;
		/// <summary>
		/// 能否被清除
		/// </summary>
		public int CanBeCleared;
		/// <summary>
		/// 持续时间
		/// </summary>
		public double TotalTime;
		/// <summary>
		/// 持续回合
		/// </summary>
		public int TotalRound;
		/// <summary>
		/// 回合间隔
		/// </summary>
		public int SpaceRound;
		/// <summary>
		/// 同个人身上可以累加的总个数
		/// </summary>
		public int TotalCount;
		/// <summary>
		/// 攻击生效次数
		/// </summary>
		public int AttCount;
		/// <summary>
		/// 防御生效次数
		/// </summary>
		public int DefCount;
		/// <summary>
		/// Buff因子
		/// </summary>
		public string Factor;
		/// <summary>
		/// Buff因子参数1
		/// </summary>
		public double Args1;
		/// <summary>
		/// Buff因子参数2
		/// </summary>
		public double Args2;
		/// <summary>
		/// Buff因子参数3
		/// </summary>
		public double Args3;
		/// <summary>
		/// Buff因子参数4
		/// </summary>
		public string Param;
		/// <summary>
		/// 上BUFF特效
		/// </summary>
		public string EffectOn;
		/// <summary>
		/// 上BUFF特效绑定骨骼
		/// </summary>
		public string EffectOnBone;
		/// <summary>
		/// BUFF ICON
		/// </summary>
		public string BuffIconName;
		/// <summary>
		/// 下BUFF特效
		/// </summary>
		public string EffectOff;
		/// <summary>
		/// 下BUFF特效绑定骨骼
		/// </summary>
		public string EffectOffBone;
		/// <summary>
		/// BUFF目标输出特效
		/// </summary>
		public string EffectExport;
		/// <summary>
		/// BUFF目标输出特效绑定骨骼
		/// </summary>
		public string EffectExportBone;
		/// <summary>
		/// BUFF被击特效
		/// </summary>
		public string HitEffect;
		/// <summary>
		/// BUFF被击特效绑定骨骼
		/// </summary>
		public string HitEffectBone;
		/// <summary>
		/// BUFF持续特效
		/// </summary>
		public string LastEffect;
		/// <summary>
		/// BUFF持续特效绑定骨骼
		/// </summary>
		public string LastEffectBone;
public double[] Args_array{	
get{	
		double[] tmp = {Args1,Args2,Args3};	
		return tmp;	
}	
}	

    }
}

    